Hello, today i want to share with you guys a mod that brings back almost all PSX SFX sound effects for all levels, plus the original psx OST for all levels, not cropped or compressed, just like the original, i hope you guys enjoy:
https://www.nexusmods.com/crashbandicoot...gy/mods/23
Might be in the future, let's hope something will come out
(02-10-2021, 08:29 AM)Guyus The Raptor Wrote: [ -> ] (01-10-2021, 11:21 PM)Prox_y Wrote: [ -> ]Might be in the future, let's hope something will come out
Oh, and the font as well.
Btw, someone did open and modify NST levels with Unity, so replacing models with completely custom ones might be possible. And as someone who prepared some of the PS1 assets for Unity, I could help a bit
That would be nice, but i wonder how we will work about animations. There's a git repo that contains crash 1 and 2 source codes from PS1 versions, that might help.
(03-10-2021, 09:10 PM)Guyus The Raptor Wrote: [ -> ] (03-10-2021, 09:43 AM)Prox_y Wrote: [ -> ] (02-10-2021, 08:29 AM)Guyus The Raptor Wrote: [ -> ] (01-10-2021, 11:21 PM)Prox_y Wrote: [ -> ]Might be in the future, let's hope something will come out
Oh, and the font as well.
Btw, someone did open and modify NST levels with Unity, so replacing models with completely custom ones might be possible. And as someone who prepared some of the PS1 assets for Unity, I could help a bit
That would be nice, but i wonder how we will work about animations. There's a git repo that contains crash 1 and 2 source codes from PS1 versions, that might help.
I've also been thinking about the scenes with cutscenes in 'em. Recreating 'em in Blender with use of PS1 assets, importing them into empty scene and overwriting NST's pre-existent cutscene scenes with mine. Or just emptyinh the pre-existent scenes and importing my own animated assets. Either way I assume it's possible, and a good start.
If we ever manage to work with animations, we should restore this full dance version:
https://www.youtube.com/watch?v=kYyu67BZgyg
The original games' animations are stored fundamentally differently than NST's. There's no instructions as to how the original models animate, each frame of every animation exists separately. (It's a little more complicated than that but my level of understanding isn't high enough to explain any better.) As I understand, NST uses bones/physics to animate models in realtime. It's like the difference between a spritesheet of multiple frames vs stretching/squashing/warping a single image in 2D. The only way to use the original animations in NST would be to change the display model every frame.
Besides the Crash Dance and anything involving Crash's mouth, NST's animations are pretty much the same anyway. If importing models and animations becomes possible, I think a better solution would be to tweak the existing animations.
I think the Crash Bandicoot PS1 games uses vertex animation actually to be more specific. If you want your game to have a genuine classic crash experience. Then don't use bone animations. Otherwise your fan game is another imposter.